Game Ramblings #202 – Stellar Blade

More Info from Shift Up

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PC

I’m not sure what I thought this game was and admittedly I was playing this entirely because it’s an Unreal Engine title on PS5, which is relevant to the fact that I’m largely working on console porting projects right now. In my head it was going to be slightly hornier Nier Automata, and I guess that isn’t entirely wrong. However, it’s generally got a much more deliberate combat pace. It’s got segments of ranged combat that feel far more like Doom 3. The boss fights are full of spectacle and challenge without feeling unfair. Frankly, this ended up being a far better game than I was expecting it to be.

A lot of what I’m going to say probably isn’t going to be much of a surprise for this type of game. When combat works the game is phenomenal, but it starts to fall apart when they throw multiple enemies at you. This has been the case for me in pretty much any melee action RPG – God of War, Ghost of Tsushima, Breath of the Wild, etc. So many of these games work great in singular combat, but the systems just don’t scale up to multiple enemies. They try to UX their way through it with off-screen enemy indicators and things of that nature, but it really doesn’t work well because the enemies all just kind of attack when they want to, so it becomes dodge and parry spam with very few windows to attack. However, the upside of this is that fights like that don’t generally happen in pivotal moments and they start to give you so many tools to knock out multiple things quickly that it becomes much rarer as the game goes on. At that point, combat then gets into the big 1-on-1 fights where the game really shines.

The core tools at your disposal in a 1-on-1 situation are your two levels of melee attacks, parrying, and dodging. I’m going to ignore that you have guns because they are largely irrelevant to boss fights. The big solo fights end up being an incredible back and forth. You do a bit of damage, dodge/parry your way through an enemy attack pattern, then rush back in for the next set of damage. The style of it reminds me in a lot of ways of a slightly more frantic and over the top version of the Ghost of Tsushima 1-on-1 fights.

What these segments do is put a ton of trust in the player to learn and recognize attack patterns. Tells on basic attacks are super obvious, letting the player really lean into timing things properly. Larger attacks are preceded by color coded UI elements, but they aren’t things that can just be button spammed. For example, a blue enemy attack requires the player to dodge forward to avoid large damage, but if they don’t time it properly they will just eat the damage to the face. Some of these are warnings several seconds ahead of time, so it also really forces some patience into the combat pace where the player just should not be doing anything but paying attention to dodge timing. It’s easy during all of this to get tunnel vision on just doing damage, but the game will absolutely 100-0 your health if you get out of control so pulling back on damage in favor of a patient approach does wonders, and in practice it feels so good when you get chains of parries/dodges right to be rewarded with big damage opportunities.

The other part that really worked into this was how well gearing worked into combat. Traditionally I am awful at melee combat timing. However, the game has gear that extended the timing window for these to allow me to play it a bit more safe. Some gear gave me more shield to allow for a bit of safety. Some gear gave me back health on kills to allow trash segments to just flow better. However, the game absolutely gives you tools if you want to be a glass cannon. Some gear gives huge damage increases in favor of also receiving more damage. Some gear will only allow you to get increased damage if your HP is high. Basically, they give you a bunch of tools to play with and let you mold combat into somewhere you’re comfortable being based on your play style, but it all blends so well into the core set of capabilities that they developed from the start.

The rest of the game kind of just exists but worked well enough to push me forward. The overall plot is a pretty standard post-apocalyptic Earth scenario that isn’t frankly that different from a Horizon Zero Dawn where humanity created smart ass robots that inevitably realized that humans are the problem. Exploration and side quests exist as a way to get more upgrade materials, but for me they were largely there for me to find more optional boss encounters to go enjoy. The environment is mostly the same two sets of desert environments from Nier for exploration and city environments from The Last of Us for linear plot segments but both work well to push their style of game. Basically, the wrappings around combat don’t necessarily boost the game, but they also don’t drag it down.

I completely get if the main character’s outfits turn you off of the game because it can get pretty egregious with some of the options. However, for me it ultimately ended up feeling like an obvious marketing choice than anything else. Once I was in the core of combat, the outfit I had on didn’t matter to me and my focus was on the really good combat in front of me. There is a phenomenal action combat loop here that deserves to be brought into a different setting that isn’t blatantly sexualized, because in a lot of ways it felt like it was cracking the code of making parry/dodge based combat work for someone like me who is typically awful at these games without getting rid of possibilities for people who want to just glass cannon through the game with a completely different play style.

It’s pretty easy to read what I wrote and go “this sounds good, but not great” and that’s probably an accurate description. However, I was expecting the combat to also be good but not great and it so completely exceeded my expectations there. This one just ended up being a huge surprise.

Game Ramblings #200 – The Plucky Squire

More Info from All Possible Futures

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: Xbox Series, Windows, Switch

My initial instinct was to go “well this is an expanded version of Link Between Worlds” and….I guess that isn’t entirely accurate. This game absolutely pulls a lot of mechanics from the top-down Legend of Zelda games. However, it’s not simply a Zelda-style game. It pulls mechanics from all sorts of games of the NES and SNES era. This game is an absolute celebration of late 80s/early 90s games tied together in a modern package.

The core gameplay of the game is very much Legend of Zelda though it feels a bit simplified Link to the Past in terms of complexity. You’ve got some basic sword attacks (melee, charge spin attack). Rather than secondary items, you can throw the sword and use a basic jump attack. However, combat is often not the core focus of the game – or at least this style combat is not. It’s there for story reasons, but most of your time is spent elsewhere.

The first place it really strays is the 2D/3D switching mechanic. You can pop in and out of the story book, and the core gameplay doesn’t change much between the two. However, that switch is often used for what are puzzle types that feel unique to this game. Flipping pages to return to past parts of the game for items is an interesting mechanical use of this. Tilting the book to move things around in the book world is an interesting use of this. Pulling items out of 2D space into 3D space to use them in new ways (for example, a jetpack) is an interesting use of this. Adding stamps to the book in 3D space to stop the movement of things in the book is an interesting use of this. It’s all these little things where it becomes clear the book isn’t just set dressing but is instead a core integrated part of the game. These are all puzzle types that are directly in line with this being a “Zelda” experience but end of being completely unique to this game.

It was also visually impressive just how consistent the styles are. Enemy silhouettes are always incredibly important to combat so having these be immediately recognizable in multiple visual styles without thinking is an impressive thing to pull off, even with the simplicity involved. The green guys with pointy hats are obviously ranged in both cases. Yellow guys are obviously melee in both cases. Orange guys obviously throw bombs in both cases. Mice and snakes are obviously the same in both cases. You just look and know how to react despite the changes in gameplay between the two scenarios.

However, the boss fights were the thing that impressed me the most and were also the thing I was not anticipating. Put simply, the boss fights are not Zelda gameplay, and this was probably the smartest decision they could have made. By making the boss fights entirely different, the core combat in the rest of the game was able to be simplified and reduced to only a small necessary segment leaving room for puzzles and unique boss mechanics to shine.

So what do I mean by this not being Zelda gameplay? Well, there’s a boss fight that is entirely the mechanics of Punchout. There’s a boss fight that pulled in Puzzle Bobble mechanics with no direct combat. There’s segments that are side scrolling shooter gameplay wrapping around a bucket. There’s a bullet hell air combat fight. Basically, the bosses are uniquely tied to mechanics that are simultaneously some classic gameplay setup and tied directly to the boss’ visual and story design. It makes an incredible amount of sense to do it this way because each boss can shine independent of the rest of the game, while also allowing it to further reinforce the 2D/3D swapping. It’s something that I didn’t expect going in and completely blew me away.

This was a delightful surprise. It exists as the perfect combination of mechanics pulled from other titles tied together in a package that only makes sense because of the game they ended up in. Rather than feeling like it lacked originality, it felt like the originality came from the team putting together a total package that can only work because of how they constructed it. It’s the type of game that you just sit down and have fun with from front to back and wonder why nobody had ever managed to do this before. It’s simply worth playing.

Game Ramblings #199 – Like a Dragon: Infinite Wealth

More Info from Sega

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Windows

The original mainline Yakuza series showed a very distinct progression in the quality of its gameplay through the series. The PS2 entries were good, but the PS3 entries were clearly better, and the PS4 entries better still. The combat got more refined. The power curve of the player and enemies got smoother. Grinding was reduced and friction points were reduced. That’s where I feel like this one landed relative to Like a Dragon.

Sequels should be similar, but refined and this definitely fits the bill. In my ramblings about the original Like a Dragon I made note of a few places where the game felt grindy, and I think that’s as good a place to begin as any.

My first point about grinding was specifically around equipment. In the previous title, I felt like I capped out too early on purchases and crafting was too expensive. This game definitely addressed that. I hit the end of the crafting shop investment before end game, but because I still had plenty of gear to purchase out in the world I never really hit a point where I felt like I capped out there. The gear I had wasn’t necessarily end game and could be beneficial to upgrade more for optional content, but for the golden path it felt appropriate. The actual cost of everything was also lower overall combined with significantly higher drop rates. In the previous title I was getting 3-5k yen for near end game trash fights. Here I’m getting more like 50-100k yen in Japan and $1000+ in Hawaii. You are simply getting wildly more money to play with.

I also made note of needing to XP grind. There’s a few things that felt like they addressed that problem here. For one thing, bosses are simply more in line with the levels of everything around them. They aren’t wildly jumping ahead in levels compared to trash mobs, so I don’t have to overlevel just to be on even ground with them. In addition, trash mobs are giving significantly more XP – rather than 1-2k per fight, I’m getting more like 5kl or upwards of 20k for special repeatable world boss fights. It’s a huge difference in terms of time allocated to simply fighting, allowing me to spend more time doing “time waste” side content while also keeping up with the rest of the game.

The rest of combat is similar, but again at least feels more refined. The game still has combo attacks and follow-up attacks with your party, but at least compared to my memory they happen more often so the squad feels more like an actual squad with good interpersonal relationships that you built. MP-based attacks – and importantly, MP regen – feels more consistent, really pushing me to use them more often to take down squads quickly. There’s some cool expanded options around tag teams and huge specials that feel like they’re tuned to really nuke bosses quick, giving a really cool power fantasy and payoff to your squad’s growth. Basically, it’s similar but again feels more refined.

And because this is a Yakuza title, I have to talk about side content. I don’t think it’s quite as good as past entries, but there are two standouts that I need to talk about. The first is Crazy Delivery which is a straight food delivery ripoff of Crazy Taxi. It’s stupid, it’s bright and colorful, it fundamentally makes no sense, but it totally fits in this series.

However, the standout is Sujimon. In the previous game it was basically a Pokedex-only system to collate the people you fought into a Sujidex. This game goes the full Pokemon treatment. You now capture Sujimon and add them to a party, with an entire set of Sujimon side quests. This goes the full Pokemon route with gym fights and badges, leveling, 3v3 battles, weaknesses and strengths, and an entire Pokemon Stadium side content block. It’s a completely ridiculous and over the top set of content, and frankly I would have spent more time on this than the main game if I wasn’t so hooked on the story.

I don’t really want to talk more about the game because I think the story is worth experiencing completely without spoilers, and it would be tough to talk more about the game without getting too deep into that side of things. However I can easily recommend this one. It takes what I thought was already a really solid JRPG transition for the Yakuza series and begins its iteration that the previous action-focused titles did. You can tell that they took feedback from the previous game seriously, and it shows that the next however many titles we get in this style are simply going to be instant plays.